Quantum 3
3.0.9
A class that holds all relevant data to run a Quantum replay and can serialized in JSON. A replay may contain an asset db for convenience, that should be omitted in production environments where files sizes are a concern. A replay may contain recorded checksums, that can be verified during runtime as a development feature. More...
Public Member Functions | |
| IDeterministicReplayProvider | CreateInputProvider () |
| Helper method to create an input provider based on the combination of the saved input history configurations. More... | |
Public Attributes | |
| QuantumJsonFriendlyDataBlob | AssetDatabaseData |
| Optional serialized asset database. Omit this for replays in production environments. Use AssetSerializer.SerializeAssets(stream, ResourceManager.LoadAllAssets().ToArray() More... | |
| ChecksumFile | Checksums |
| Optional checksums. Omit this for replays in production environments. More... | |
| DeterministicSessionConfig | DeterministicConfig |
| The session config. More... | |
| byte[] | InitialFrameData |
| Optional frame data to start the replay with. This is used for save games for example. More... | |
| int | InitialTick |
| The initial tick to start from, requires InitialFrameData to be set. More... | |
| QuantumJsonFriendlyDataBlob | InputHistoryDeltaCompressed |
| Delta compressed binary input history, this is the same that is send over replay webhooks for example. More... | |
| DeterministicTickInputSet[] | InputHistoryLegacy |
| Full verbose input used in Quantum 2.1, which is still functional, but has only fringe use cases. More... | |
| int | LastTick |
| The last tick of the input. More... | |
| int | LocalActorNumber |
The actor number of the local player that the replay was recorded from. 0 means refers to clients in a local game. Online clients will start with actor number 1. Setting the actor number will make DeterministicSession.IsLocalPlayer(PlayerRef) work for replays similar to normal game sessions. This is automatically set when using QuantumGame.GetRecordedReplay(), but needs to be explicitly set when running a replay captured by webhooks. The current actor number can be retrieved by DeterministicSession.GetActorNumber(). The actor number can only be set once in the beginning of the replay simulation. More... | |
| QuantumJsonFriendlyDataBlob | RuntimeConfigData |
| Binary serialized RuntimeConfig. Use AssetSerializer.ConfigToByteArray(runtimeConfig, compress: true) More... | |
A class that holds all relevant data to run a Quantum replay and can serialized in JSON. A replay may contain an asset db for convenience, that should be omitted in production environments where files sizes are a concern. A replay may contain recorded checksums, that can be verified during runtime as a development feature.
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inline |
Helper method to create an input provider based on the combination of the saved input history configurations.
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| QuantumJsonFriendlyDataBlob Quantum.QuantumReplayFile.InputHistoryDeltaCompressed |
Delta compressed binary input history, this is the same that is send over replay webhooks for example.
| DeterministicTickInputSet [] Quantum.QuantumReplayFile.InputHistoryLegacy |
Full verbose input used in Quantum 2.1, which is still functional, but has only fringe use cases.
| QuantumJsonFriendlyDataBlob Quantum.QuantumReplayFile.RuntimeConfigData |
Binary serialized RuntimeConfig. Use AssetSerializer.ConfigToByteArray(runtimeConfig, compress: true)
| DeterministicSessionConfig Quantum.QuantumReplayFile.DeterministicConfig |
The session config.
| int Quantum.QuantumReplayFile.LastTick |
The last tick of the input.
| int Quantum.QuantumReplayFile.InitialTick |
The initial tick to start from, requires InitialFrameData to be set.
| byte [] Quantum.QuantumReplayFile.InitialFrameData |
Optional frame data to start the replay with. This is used for save games for example.
| ChecksumFile Quantum.QuantumReplayFile.Checksums |
Optional checksums. Omit this for replays in production environments.
| QuantumJsonFriendlyDataBlob Quantum.QuantumReplayFile.AssetDatabaseData |
Optional serialized asset database. Omit this for replays in production environments. Use AssetSerializer.SerializeAssets(stream, ResourceManager.LoadAllAssets().ToArray()
| int Quantum.QuantumReplayFile.LocalActorNumber |
The actor number of the local player that the replay was recorded from. 0 means refers to clients in a local game. Online clients will start with actor number 1. Setting the actor number will make DeterministicSession.IsLocalPlayer(PlayerRef) work for replays similar to normal game sessions. This is automatically set when using QuantumGame.GetRecordedReplay(), but needs to be explicitly set when running a replay captured by webhooks. The current actor number can be retrieved by DeterministicSession.GetActorNumber(). The actor number can only be set once in the beginning of the replay simulation.